Herrain uses three layers of Perlin-Noise to generate maps for the following attributes:
- Temperature (T)
- Precipitation (P)
- Elevation (E)
Then, the map is built on a grid-system, where the biome of each cell is determine by the combination of noise values at those coordinates. These biomes can then be visualised using Gloss.
- Ice = Low/Medium Elevation + Low Temperature
- Tundra = High Elevation + Low Temperature
- Rocky = High Elevation + Medium/High Temperature
- Ocean/Water/Coast = Increasing Elevation + Medium Temperature
- Sand = Medium/High Temperature + Low Rain
- Grass = Medium Temperature + Medium/High Rain
- Desert = Low rain + High Temperature
- Trees = High rain or Low/Medium Temperature
Pressing the 'r' key generates a new set of noise values, creating a new map.
- hsnoise-0.0.2 (3D Noise generator); published by Colin Hill, 2011
- gloss-1.13.2.2 (Graphics and simulations); published by Ben Lippmeier, 2022